// GLib.MainContext.cs - mainContext class implementation
//
// Author: Radek Doulik <rodo@matfyz.cz>
//
// Copyright (c) 2003 Radek Doulik
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of version 2 of the Lesser GNU General 
// Public License as published by the Free Software Foundation.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this program; if not, write to the
// Free Software Foundation, Inc., 59 Temple Place - Suite 330,
// Boston, MA 02111-1307, USA.


namespace GLib {

	using System;
	using System.Runtime.InteropServices;

	public class MainContext {
		IntPtr handle;

		[DllImport(Global.GLibNativeDll, CallingConvention = CallingConvention.Cdecl)]
		static extern IntPtr g_main_context_new();

		public MainContext() {
			handle = g_main_context_new();
		}

		[DllImport(Global.GLibNativeDll, CallingConvention = CallingConvention.Cdecl)]
		static extern void g_main_context_ref(IntPtr raw);

		public MainContext(IntPtr raw) {
			handle = raw;
			g_main_context_ref(handle);
		}

		public IntPtr Handle {
			get {
				return handle;
			}
		}

		[DllImport(Global.GLibNativeDll, CallingConvention = CallingConvention.Cdecl)]
		static extern void g_main_context_unref(IntPtr raw);

		~MainContext() {
			g_main_context_unref(handle);
			handle = IntPtr.Zero;
		}

		[DllImport(Global.GLibNativeDll, CallingConvention = CallingConvention.Cdecl)]
		static extern IntPtr g_main_context_default();

		public static MainContext Default {
			get {
				return new MainContext(g_main_context_default());
			}
		}

		[DllImport(Global.GLibNativeDll, CallingConvention = CallingConvention.Cdecl)]
		static extern IntPtr g_main_context_thread_default();

		public MainContext ThreadDefault {
			get {
				IntPtr raw = g_main_context_thread_default();
				// NULL is returned if the thread-default main context is the default context. We'd rather not adopt this strange bahaviour.
				return raw == IntPtr.Zero ? Default : new MainContext(raw);
			}
		}

		[DllImport(Global.GLibNativeDll, CallingConvention = CallingConvention.Cdecl)]
		static extern void g_main_context_push_thread_default(IntPtr raw);

		public void PushThreadDefault() {
			g_main_context_push_thread_default(handle);
		}

		[DllImport(Global.GLibNativeDll, CallingConvention = CallingConvention.Cdecl)]
		static extern void g_main_context_pop_thread_default(IntPtr raw);

		public void PopThreadDefault() {
			g_main_context_pop_thread_default(handle);
		}


		[DllImport(Global.GLibNativeDll, CallingConvention = CallingConvention.Cdecl)]
		static extern bool g_main_context_iteration(IntPtr raw, bool may_block);

		public bool RunIteration(bool may_block) {
			return g_main_context_iteration(handle, may_block);
		}

		public bool RunIteration() {
			return RunIteration(false);
		}

		[DllImport(Global.GLibNativeDll, CallingConvention = CallingConvention.Cdecl)]
		static extern bool g_main_context_pending(IntPtr raw);

		public bool HasPendingEvents {
			get {
				return g_main_context_pending(handle);
			}
		}

		[DllImport(Global.GLibNativeDll, CallingConvention = CallingConvention.Cdecl)]
		static extern void g_main_context_wakeup(IntPtr raw);

		public void Wakeup() {
			g_main_context_wakeup(handle);
		}


		public override bool Equals(object o) {
			if (!(o is MainContext))
				return false;

			return Handle == (o as MainContext).Handle;
		}

		public override int GetHashCode() {
			return Handle.GetHashCode();
		}


		[DllImport(Global.GLibNativeDll, CallingConvention = CallingConvention.Cdecl)]
		static extern int g_main_depth();
		public static int Depth {
			get { return g_main_depth(); }
		}


		public static bool Iteration() {
			return Iteration(false);
		}

		public static bool Iteration(bool may_block) {
			return Default.RunIteration(may_block);
		}

		public static bool Pending() {
			return Default.HasPendingEvents;
		}
	}
}